Category: ps2 game

  • The Galerians Series – Disturbing, Unique, and Forgotten

    The Galerians Series – Disturbing, Unique, and Forgotten

    Some games scare you with monsters. Others disturb you with atmosphere. But then there are games like the Galerians series — games that make you uncomfortable because of the ideas underneath.

    Spanning the original Galerians on PS1 (1999) and its direct sequel Galerians: Ash on PS2 (2002/2003), the series is a one-two punch of sci-fi horror, drug-fueled survival mechanics, and tragic storytelling. For me, these games remain some of the most unique — and frankly disturbing — experiences I’ve ever had in gaming.


    1999: Horror Boom on the PS1

    Galerians Ps1 cover art

    By the time Galerians released in 1999 (Japan) and 2000 (US/EU), the PlayStation was already knee-deep in a survival horror golden age.

    • Capcom had just dropped Resident Evil 2 (1998) and Nemesis (1999).
    • Konami unleashed Silent Hill (1999) — redefining psychological horror.
    • Square dabbled with cinematic horror-RPG hybrids like Parasite Eve II (1999).
    • Capcom even turned dinosaurs into horror with Dino Crisis (1999).

    Everyone wanted a slice of the horror pie.

    So where did Galerians fit? Developed by Polygon Magic and published in the West by Crave Entertainment, the game wasn’t coming from the heavyweights. Crave was mostly known for mid-tier and niche projects — sports titles, racing games, even quirky experiments. But in the late ’90s, even they leaned into the horror trend, picking up Galerians because it stood out: no guns, no zombies, just psychic powers fueled by dangerous drug use.

    While the big publishers were polishing cinematic experiences, Crave doubled down on something raw and unsettling. It wasn’t the mainstream choice, but it gave Galerians its cult edge.


    My First Steps Into Galerians

    Booting up Galerians for the first time was like waking up inside someone else’s nightmare. The screen fades in, and you’re just… there. A sterile hospital room, cold and empty, and you have no idea who you are or why you’re strapped into this world of machines.

    Then it happens: a girl’s voice inside your head.

    “Rion… help me… find me…”

    It’s faint, desperate, and unsettlingly personal. You don’t know her. You don’t even know yourself. But that voice becomes your compass, sparking your journey into the unknown. (Later, the game reveals this telepathic voice belongs to Lilia Pascalle, Rion’s childhood friend — but at the start, you only feel the mystery.)

    And what a brutal start it is. Within minutes, I was already dying — overdosing on my own psychic powers, burning myself out with attacks I didn’t fully understand. Galerians didn’t want you to feel strong. It wanted you to feel fragile, broken, like a failed experiment stumbling forward.

    Each scrap of the world you uncover — medical files, cryptic documents, and eerie computer logs — becomes your only guide. There are no quest arrows, no tutorials, just survival and that haunting voice urging you onward.


    Stages and Bosses

    What makes Galerians so distinct is how each stage feels like a test, both in difficulty and in theme:

    • Michelangelo Memorial Hospital – sterile halls filled with former caretakers turned threats, a twisted introduction to your fragile powers.
    • Rion’s House – once a place of safety, now twisted by confrontation with Birdman, one of Dorothy’s “children.”
    • Babylon Hotel – chaotic, stylish, and home to brutal encounters with Rainheart and Rita, psychic foes as unstable as you are.
    • Mushroom Tower – the final climb toward Dorothy, the cold, godlike AI that orchestrates your suffering.

    Each boss isn’t just an obstacle; they’re living embodiments of Dorothy’s experiments, mirrors of what Rion could become. The game’s final stage, drenched in sterile dread, leaves you exhausted both mechanically and emotionally — and that’s before the ending revelations about Rion’s true nature.


    Galerians: Rion (2002 CGI Movie)

    A couple years later, fans got something unexpected: Galerians: Rion, a full CGI movie.

    Think Final Fantasy: The Spirits Within style visuals — glossy, cinematic, and way ahead of its time for such a niche horror property. The movie retold the first game’s story but streamlined it, cutting much of the exploration and emphasizing flashy psychic battles instead.

    The most controversial change was the ending. Where the PS1 game gave us one of the bleakest conclusions in survival horror, the film rewrote it to keep Rion alive — clearly paving the way for Galerians: Ash. For newcomers, it was a more digestible, “cleaned-up” retelling, but for players like me, it lost some of the raw edge that made the original unforgettable.


    2002–2003: Horror Evolves on PS2

    By the time Galerians: Ash launched on PS2 (2002 in Japan, 2003 in the West), the genre had shifted. Survival horror wasn’t just popular — it was splitting into blockbusters vs. experiments.

    • Silent Hill 2 (2001) rewrote the rulebook for psychological horror.
    • Fatal Frame (2001) introduced ghost photography as combat.
    • Resident Evil Code: Veronica X (2001) and Resident Evil Zero (2002) kept Capcom’s dominance strong.
    • Clock Tower 3 (2002) and Siren (2003) tried bold, experimental AI-driven scares.

    Enter Sammy Studios, who published Ash outside Japan. Sammy, better known for arcade hits, was making a push into console publishing. Backing a cult sequel like Ash was a gamble — but one that kept Polygon Magic’s vision alive.

    In Ash, Rion returns to face Ash, Dorothy’s terrifying final “child.” The environments are bigger, the visuals cleaner, and combat more polished — but the mechanics of psychic dependency remain. If anything, the sequel leans harder into the disturbing edge of the original, at a time when most horror games were chasing cinematic prestige.


    Why the Galerians Series Faded

    Both Galerians and Ash were outsiders in their eras.

    • On PS1, Galerians got lost among juggernauts like Resident Evil and Silent Hill.
    • On PS2, Ash was overshadowed by games that redefined the genre’s future.

    But more importantly:

    • Drug dependency as gameplay – Brilliant but controversial.
    • Edgy, bleak storytelling – No power fantasy, just tragedy.
    • Cult status only – Without mainstream traction, the series couldn’t sustain sequels.

    That’s why, in my opinion, Galerians won’t ever get a revival. It’s too raw, too edgy, and too tied to mechanics modern publishers wouldn’t dare touch.


    Playing Galerians Today

    Even if the series is gone, I still revisit it. My Miyoo Mini makes replaying Galerians on the go super nostalgic, though to be honest, I prefer my RG28XX most of the time — the horizontal form factor just feels better for those tricky trigger-based psychic powers.

    As for Ash, it’s comfortably sitting on my tablet and phone, where I chip away at it in short bursts. With Halloween around the corner, it’s the perfect time to step back into that bleak, oppressive world.


    Final Thoughts

    Galerians may never return, but maybe that’s for the best. It burned bright in its moment, dared to go where few games would, and left behind something unforgettable. For me, replaying it now isn’t just nostalgia — it’s a reminder of when horror games weren’t afraid to disturb you, not just scare you.

    And honestly? In a genre packed with monsters and gore, I’ll take one tragic psychic teen overdosing his way through the apocalypse any day.

  • These Ultraman Games Are So Bad They’re Legendary

    These Ultraman Games Are So Bad They’re Legendary

    If you grew up watching Ultraman, you probably dreamed of controlling those giant laser-beaming, monster-smacking battles. And on the PS2 and PSP, you got that dream… kind of. What we actually got were games so rough, so clunky, so awkwardly hilarious that they loop right back around into being must-plays.

    Let’s break it down.

    Ultraman Fighting Evolution (PS2)

    The promise? Kaiju wrestling in glorious 3D. The reality? Imagine two cosplayers in rubber suits trying to fight in slow motion while the cameraman spins in circles.

    • Controls: Feels like Ultraman is fighting underwater while wearing concrete boots.
    • Hit detection: Sometimes your punch connects across the arena. Sometimes it passes through like you’re a ghost. Flip a coin.
    • Animations: Every throw and fall looks like a bad stunt double missed the crash mat.

    But here’s why I love it: it’s authentic. Ultraman fights were never about fluid martial arts — they were about stiff moves, awkward grapples, and laser beams that may or may not hit. Fighting Evolution accidentally nailed that “rubber suit charm,” and I can’t stop grinning every time someone topples over like a cardboard prop.

    Ultraman Fighting Evolution 3 (PS2)

    This one? The “polished” sequel. Big story mode, more kaiju, better graphics. And yet, the soul of jank remains.

    The cutscenes try so hard to be epic, but half the time I’m just laughing at Ultraman giving serious speeches while looking like a plastic action figure. The story mode is wild — one second you’re reliving iconic battles, the next you’re thrown into a monster mash with zero explanation.

    Why I love it: this game is basically Ultraman fanfiction in video game form. It throws everything at you — drama, explosions, endless monster cameos — and I eat it up every single time. It’s the “Fast & Furious” of Ultraman games.

    Ultraman Fighting Evolution Rebirth (PS2)

    Now this one is the big one. Ultraman Fighting Evolution Rebirth (ウルトラマン Fighting Evolution Rebirth) takes everything the earlier games tried to do and pushes it further.

    • Story mode: Packed with dramatic cutscenes that almost convince you you’re watching a real Ultraman episode… until the stiff animations snap you back.
    • Gameplay: Still janky, still clumsy, still hilarious. But with more kaiju, more moves, and more finishers that look straight out of the TV show.
    • Fan service: This is the game where the developers clearly wanted to give fans as much Ultraman content as possible, and it shows.

    The only drawback? The colors are more subdued compared to earlier titles. It’s like the devs wanted to take things more seriously — darker tones, moodier palettes, less camp. But the moment you start a fight and deal with the bipolar AI or swing and miss at point-blank range, you’re reminded that at the end of the day, it’s still the same campy Ultraman game at heart, just with the brightness turned down.

    Why I love it: out of all the PS2 Ultraman titles, Rebirth captures that “so bad it’s good” balance the best. It’s bigger, more ambitious, and somehow even funnier when it stumbles. Plus, the finished animations are much more cinematic — well, as cinematic as an Ultraman game could be. If you only play one PS2 Ultraman game, make it this one.

    Ultraman 0 Portable (PSP)

    The jump to handheld should’ve made things snappier, right? Nope. It’s the same awkward goodness, just shrunk down.

    • The graphics try their best, but Ultraman looks like he’s made of shiny Play-Doh.
    • The AI is unpredictable — sometimes it lets you win by standing still, other times it wipes the floor with you in seconds.
    • The camera fights you harder than the kaiju.

    Why I love it: because nothing beats blasting a kaiju with a Specium Ray while sitting on a bus. It’s Ultraman in your pocket, and even when it’s broken, it’s still Ultraman. Plus, the ridiculous difficulty spikes make every victory feel like I actually saved the world.

    Lost in Translation: The Language Barrier Boss

    Here’s another curveball: none of these Ultraman games ever got an English release. Yup — goodbye instructions, goodbye tutorials, goodbye menus. The game just throws you in, full Japanese text, and says “Good luck, hero!”

    Your best bet to figure out what the heck is going on?

    • Stumble through the tutorial until Ultraman randomly decides he’s finished teaching you.
    • Use Google Lens like it’s your trusty sidekick.
    • Or go old-school and dig through GameFAQs guides. (There’s a full guide for Ultraman Fighting Evolution Rebirth out there — lifesaver!)

    That’s literally how I survived the tutorial stage — trial, error, and a lot of squinting. And honestly? It made the whole thing even funnier.

    Why They’re So Bad They’re Great

    They make me laugh harder than half the comedy games I own.

    They’re basically playable blooper reels of the TV show.

    They remind me why I love Ultraman in the first place: not because it’s flawless, but because it’s earnest, campy, and fun even when it stumbles.

    EZRetro’s Totally Biased Ranking

    Fighting Evolution Rebirth (PS2) – The ultimate janky masterpiece.

    Fighting Evolution 3 (PS2) – Peak drama, peak Ultraman energy.

    Fighting Evolution (PS2) – The OG mess, broken but charming.

    Ultraman Portable (PSP) – Bless its heart. It tried.

    Why i come back to it

    When I’m killing time at work, Ultraman Portable on my trusty RG28XX is my go-to. It’s discreet, perfect for blasting kaiju without anyone noticing, and it keeps me awake while waiting for my shift to end. For the bigger screen though, I skip the weaker PS2 entries and dive straight into Fighting Evolution Rebirth. It’s the one that makes me laugh, rage, and cheer all in the same sitting.

    Ultraman has starred in dozens of games across consoles — from platformers on SNES and Game Boy to RPGs, tactical sims, and even Pokémon-style kaiju battles. But in my opinion, nothing beats the fighting games. They’re clunky, campy, and packed with that rubber-suit wrestling energy that makes Ultraman so lovable. If you’re curious about the series, start with the fighters — they’re messy, hilarious, and the most fun you’ll have with Ultraman in game form.

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